-
Daz to Blender Bridge - Meet the Team
Thank you so much for your detailed information. I beleve my error was not zero-ing the figure before I sent the content across to Blender. I had sent across a file with an animated timeline.
I used the figure and character morph at zero pose (character still applied), and the transfer is without distortion in the hands.
For reference, here aremy responses to your information requests
dzblenderbridge.dll
version 2022.1.9.30Daz Studio Pro
4.20.1.17Blender add-on
Import-Export : DazToBlender
version 2022.1.1Scene figure: Genesis 8 Male
Character morph and shader set: Yuzuru
Hair: Yuzuru hair
Lucidity clothing set: pants and shirt
Jasper Black clothing set: boots
Hippusuta clothing set: headphonesSteps prior to sending to Blender:
Set up scene with figure character and background props
Pose figure (noted should have been in zero default pose)
Save scene
Send To Daz To Blender
(See screenshots of options I selected)Steps inside Blender:
Open DazToBlender drawer tab
Import New Genesis Figure
(See screenshots)OFFICIAL DazToCinema4D Bridge 2022 (SEPTEMBER UPDATE): What's New and How To Use Ithzr said:
My impressions thus far :
(versions used were S24.111, R25.010, R26.013)
What did not seem to work for me was a figure with clothing etc. The import would simply stall out and hang up C4D on all three versions. this was a simple one figure setup with 4-5 clothing items, an FBM and FHM and base jcm export.
There are some figure + clothing/asset combinations that seem to be crashing the C4D bridge scripts. Please provide exact names of the Daz Figure and Clothing/Assets that you are using. Then open the Cinema4D console and switch to the Python tab before you do the import. When you do the import, if there are any script errors, they will show up in the python console of Cinema4D. Please post any error messages along with exact names of figures/assets/etc. This will help me track down and fix the issues. Thanks.
Oh another thing I noticed. The weight tag for the skin weight is set to linear on export, but should be set to spherical for the correct look.Thanks! Will look into fixing this.
Question : what does the "Auto JCM" button do? I could not see a difference between using that or leaving it off; the jcms seemed to work regardless.
Auto JCM is a feature taken from DazToUnreal bridge. For other bridges, it should automatically include all JCM morphs for all exported meshes without having to manually add them. I have removed it for other bridges in the latest version until I can do more testing and UX fine-tuning.
While further playing around I noticed that when you export animation data to C4D from DS and want to apply these poses to the joint corrected figure in the c4d scene, it is all wrong due to the animation data still coming in with default joint alignments and data being in HPB and not the fixed ones. In order to fix this you will have to create a sort of offset mechanism for the imported animation data or this will be useless for exporting poses or animation from DS to C4D. You are on a good track right now though, so keep it up. The export of poses would go a long way to have a good base to work from, but I understand that it might be a bit tricky to figure out how to properly offset the joint alignments for the animation data to match up with the corrected joint rotations on the exported figures.
Correct. For now the workaround is to click "No" for Fix Bone Orientation popup to use animation. We are looking into a good bone/joint orientation solution that will work for animations.
Daz to Blender Bridge - Meet the Teamibr_remote aka infinity10 said:
I used the Daz2Blender Bridge to import a commercial character of the Genesis 8 Male into Blender3D version 3.2 (nVidia Omniverse flavour).
I get these distorted hands when the file is transferred.
I know that if the problem occured inside Daz Studio, the fix is to Adjust Rigging To Shape inside DS.
However, the problem exists inside Blender3D, not DS. Inside DS, the morph character is fine.
Is there a setting inside Blender3D that I can use to fix the distorted hands ? Please advise me, thanks.
(Am using latest version of the DazToBelnder bridge with DS Pro 4.2
Please provide the following information so I can better understand and reproduce your problem:
- Full Version number of DazToBlender Bridge in the DazStudio Plugin, if you are using the latest version, it will show up in Advanced Settings tab
- Full Version number of the Blender Plugin, if you are using the latest version, it will show up in the Blender console
- Exact Character name and all hair, clothing and props used
- Exact steps you are performing prior to sending to Blender
- Steps you are performing once inside Blender
- Screenshots of all morph sliders and their values in Blender
Until I have the above information to figure out what is going on, here is some general advice:
- Make sure you are using the latest Bridge version, since there have been multiple fixes to the Morph export system: https://github.com/daz3d/DazToBlender/releases
- Try making sure that the character is Zero'ed to A-Pose in DS before you send it to Blender: Edit -> Zero -> Zero Figure Pose.
- Try setting the character morph shape that you want to use only in Daz Studio, then transfer only the custom character and not the morphs.
- If you need to be able to adjust morph character inside Blender, then make sure you click "Add Connected Morphs" in the Bridge Select Morphs dialog. This will help isolate the morphs that change bone length and skeleton size. In Blender, adjust only the morphs that do not affect bone length / skeleton size.
Hope this helps. Please do not forget to provide answers to above numbered list if you are still having problems. Good luck.
OFFICIAL DazToBlender Bridge 2022 (SEPTEMBER UPDATE): What's New and How To Use ItTorkuda said:
Anyone else having trouble with the system not finding the FBX to import for blender?
Try installing the latest plugin on the blender side. It fixes many import bugs and when it does not fix them, it will give more details and debugging feedback about what is going wrong: https://github.com/daz3d/DazToBlender/releases
Be sure to install the Blender plugin. Then check the Blender system console output. I'll try to make a new video with the new features/debugging feedback in a few days.
Genesis 3 (and 8) to UE5; my FBX export/import workflow.Note: I changed my post's tittle because I use the same process for Genesis 3 and 8 characters;
the video shows a G3 character but I follow the same process with G8 characters.
Here is a video showcasing my Daz to UE5 workflow; after editing my custom character in Daz Studio, I exported her to UE5.
Once in UE5, I edited textures and materials; next, I will have to worry about making rigs and blueprints.
Rigs are necessary for retargeting animations or for creating new ones using control rigs.
Blueprints put all the elements together to make her a usable character.
Here is the video:
It is worth mentioning that I bought interactive licenses for Genesis 3 Starter Essentials, Genesis 3 Female Head Morphs, Genesis 3 Female Body Morphs, Skin Builder 3 for Genesis 3 Female(s), Dorothy for Genesis 3 & 8 Female, Mischief Outfit for Genesis 3 Female(s), Wild Short Hair for Genesis 8 and 8.1, Hair Converter from Genesis 8 Female to Genesis 3 Female, Breast Control for Genesis 3 Female(s), and Glute Control for Genesis 3 Female(s)
You will need interactive licenses if you want to use Daz Studio models in a game that you plan to release/sell.
Normal import time for HD export using Diffeomorphic?Padone said:
It never happended to me to take over 3 hours to import a HD figure. May be your system is swapping ram if 32G aren't enough. What's the ram usage in the task manager ?
Also if you need the HD mesh only for baking then you could disable "add multires" and "add armature" in the global settings.
So I was able to solve load times but I have a few other questions. First of, with load times: I had my library for Daz on an HHD instead of an SSD. After moving everything over to an SSD, it cut the export time from Daz from 660 seconds to around 230 seconds. Importing into blender only took 10 mins. Importing the HD mesh though didn't create a multires modifier.
Now for my questions. Please correct me if I'm wrong.
1. Can I import the base genesis 8.1 character into blender, and import the morphs and then adjust the character there?
2. Say I've finished making adjustments to my character, (clothes, HD details, micropressures, horns), except for the pose, and I want to import all of that into blender but not use the HD export, I have use the HD Addon by Xin, correct?
2b. If my understanding is correct, Xin's addon will create a multires modifier and then take the HD details from Daz and add them to the (now high poly) mesh in blender?
2c. This is the important one for me, I can't figure out how to export the favorite morphs. According to the blog post I should save as a pose preset, but that doesn't create a json file that the Daz Importer addon requires.
Not sure what part of the documentation I'm missing but I'd really appreciate the guidance.
How do I create new smart content data?Last September I posted the following reply to the thread Content Database Thumbnail Problem in the Technical Help (nuts n bolts) forum (https://www.daz3d.com/forums/discussion/comment/7039256/#Comment_7039256).
-
Earlier this yet, I finally got tired of hundreds of missing product thumbnails in Smart Gallery and Content Library that I took on the task of figuring out how to resolve the problem. I searched the forums but did not find anything that seemed like it applied to my situation … or which I did not understand what was being offered So, after much exploring, I finally figured it out for my system. It may not have been the most elegant way, but it worked for me. I have no missing icons in either Smart Gallery of Content Library. My full comments and a few screen captures are in the attached document file.
Joe (aka MathGuy)
Page 3 of the three-page document explained my system of creating a product (as referenced by Richard above) and an image icon file for installed content that has no metadata ... and perhaps no product icon. I have attached the document.
My information is not as comprehensive as that provided by ShelLuser in his linked post above (I learned some new things there and will revisit it again.) but, hopefully, it will be of some help.
How do I create new smart content data?Smart Content requires content type (I think) and compatibility settings, as well as categories. You need to set the m,aterials and poses as comnpatible with something, and the base models (e.g. clothes) as compatibility bases. One way to do this is drag-and-drop from the content Library to the Smart Content pane with the base loaded in the scene and selected; another is right-click>Edit Metadata or right-click on a cotnainer>Create Product. There are quite a few steps to creating a product, I usually miss at least one on the first go round.
Normal import time for HD export using Diffeomorphic?It never happended to me to take over 3 hours to import a HD figure. May be your system is swapping ram if 32G aren't enough. What's the ram usage in the task manager ?
Also if you need the HD mesh only for baking then you could disable "add multires" and "add armature" in the global settings.
Normal import time for HD export using Diffeomorphic?I'm trying to figure out what the right way to go about doing this is.
I can export from Daz and import into blender, thhe the base mesh no problem. When exporting from using HD mesh, it takes around 660 seconds which is about 10 mins, so not so bad. Howevver, it's been over 3 hours and blender hasn't finished importing the file.
I have a 2080ti, intel 9700k, 32gb ram, in case those things are important here, which they probably are.
I have a static character that has already been posed in Daz. It's got a lot of shape morphs and HD morphs and geografts.
I tried to use Xin's HD addon, and if I'm not mistaken, after importing the base mesh, I need to load my favorite morphs. But I can't figure out how to save my favorite morphs in Daz.
I essentially need both, a low poly and a high poly version of my character, including clothes.
I thought about sending my character to zbrush and then exporting as fbx from there, but want to try and stick to blender and diffeo if possible.
LIE Makeup turning Model's Faces White - Help?FenixPhoenix said:
Ok, open the log file and delete everything. Then close it, apply the LIE to a character and then post what the log file says here. Maybe we can figure out where the LIE is going wrong.
Good idea! I hadn't thought to check there - Log reads as such:
2022-07-04 22:41:50.429 [INFO] :: Loaded image: aprhele_txblack.jpg
2022-07-04 22:41:50.622 [INFO] :: Loaded image: aprhele_trans.jpg
2022-07-04 22:41:50.810 [INFO] :: Loaded image: CBSYPH_Sleeve_Opacity_01.png
2022-07-04 22:42:37.316 [INFO] :: Loaded image: Coral8_1_Face1D_1001.jpg
2022-07-04 22:42:37.725 [INFO] :: Loaded image: mua_blush01.png
2022-07-04 22:42:38.185 [INFO] :: Loaded image: mua_contour02.png
2022-07-04 22:42:38.721 [INFO] :: Loaded image: Coral8_1_Face1SSS_1001.jpg
2022-07-04 22:42:39.125 [INFO] :: Loaded image: mua_blush01.png
2022-07-04 22:42:39.582 [INFO] :: Loaded image: mua_contour02.png
2022-07-04 22:42:40.108 [INFO] :: Loaded image: Coral8_1_FaceR_1001.jpg
2022-07-04 22:42:42.181 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Female/Materials/MUA/07 Highlight/!Apply First Highlight Shader.duf
2022-07-04 22:42:42.181 [INFO] :: Locking viewport redraw...
2022-07-04 22:42:42.181 [INFO] :: Viewport redraw locked.
2022-07-04 22:42:42.301 [INFO] :: Native format content directories: 3
2022-07-04 22:42:42.301 [INFO] :: Poser format content directories: 3
2022-07-04 22:42:42.301 [INFO] :: Other import format content directories: 0
2022-07-04 22:42:42.301 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Materials/MUA/07 Highlight/!Apply First Highlight Shader.duf
2022-07-04 22:42:42.302 [INFO] :: Determining missing assets...
2022-07-04 22:42:42.361 [INFO] :: Setting textures...
2022-07-04 22:42:42.361 [INFO] :: Creating materials...
2022-07-04 22:42:42.362 [INFO] :: Applying animations...
2022-07-04 22:42:42.364 [INFO] :: Finished asset load (merge): 0m 0.63s - /People/Genesis 8 Female/Materials/MUA/07 Highlight/!Apply First Highlight Shader.duf
2022-07-04 22:42:42.501 [INFO] :: Unlocking viewport redraw...
2022-07-04 22:42:42.502 [INFO] :: Viewport redraw unlocked.
2022-07-04 22:42:44.856 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Female/Materials/MUA/08 Cut Crease/!Apply First Shader.duf
2022-07-04 22:42:44.856 [INFO] :: Locking viewport redraw...
2022-07-04 22:42:44.856 [INFO] :: Viewport redraw locked.
2022-07-04 22:42:45.023 [INFO] :: Native format content directories: 3
2022-07-04 22:42:45.023 [INFO] :: Poser format content directories: 3
2022-07-04 22:42:45.023 [INFO] :: Other import format content directories: 0
2022-07-04 22:42:45.023 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Materials/MUA/08 Cut Crease/!Apply First Shader.duf
2022-07-04 22:42:45.024 [INFO] :: Determining missing assets...
2022-07-04 22:42:45.080 [INFO] :: Setting textures...
2022-07-04 22:42:45.080 [INFO] :: Creating materials...
2022-07-04 22:42:45.081 [INFO] :: Applying animations...
2022-07-04 22:42:45.083 [INFO] :: Finished asset load (merge): 0m 0.60s - /People/Genesis 8 Female/Materials/MUA/08 Cut Crease/!Apply First Shader.duf
2022-07-04 22:42:45.217 [INFO] :: Unlocking viewport redraw...
2022-07-04 22:42:45.217 [INFO] :: Viewport redraw unlocked.
2022-07-04 22:42:45.890 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Female/Materials/MUA/07 Highlight/!Apply First Highlight Shader.duf
2022-07-04 22:42:45.890 [INFO] :: Locking viewport redraw...
2022-07-04 22:42:45.890 [INFO] :: Viewport redraw locked.
2022-07-04 22:42:46.052 [INFO] :: Native format content directories: 3
2022-07-04 22:42:46.052 [INFO] :: Poser format content directories: 3
2022-07-04 22:42:46.052 [INFO] :: Other import format content directories: 0
2022-07-04 22:42:46.052 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Materials/MUA/07 Highlight/!Apply First Highlight Shader.duf
2022-07-04 22:42:46.053 [INFO] :: Determining missing assets...
2022-07-04 22:42:46.115 [INFO] :: Setting textures...
2022-07-04 22:42:46.115 [INFO] :: Creating materials...
2022-07-04 22:42:46.116 [INFO] :: Applying animations...
2022-07-04 22:42:46.117 [INFO] :: Finished asset load (merge): 0m 0.65s - /People/Genesis 8 Female/Materials/MUA/07 Highlight/!Apply First Highlight Shader.duf
2022-07-04 22:42:46.222 [INFO] :: Unlocking viewport redraw...
2022-07-04 22:42:46.222 [INFO] :: Viewport redraw unlocked.
2022-07-04 22:42:48.813 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Female/Materials/MUA/02 Smokey Eyeshadow/Black.duf
2022-07-04 22:42:48.813 [INFO] :: Locking viewport redraw...
2022-07-04 22:42:48.813 [INFO] :: Viewport redraw locked.
2022-07-04 22:42:49.142 [INFO] :: Loaded image: Coral8_1_Face1D_1001.jpg
2022-07-04 22:42:49.683 [INFO] :: Loaded image: mua_blush01.png
2022-07-04 22:42:50.139 [INFO] :: Loaded image: mua_contour02.png
2022-07-04 22:42:50.663 [INFO] :: Loaded image: Coral8_1_Face1SSS_1001.jpg
2022-07-04 22:42:51.071 [INFO] :: Loaded image: mua_blush01.png
2022-07-04 22:42:51.532 [INFO] :: Loaded image: mua_contour02.png
2022-07-04 22:42:52.104 [INFO] :: Loaded image: Coral8_1_FaceR_1001.jpg
2022-07-04 22:42:52.194 [INFO] :: Native format content directories: 3
2022-07-04 22:42:52.194 [INFO] :: Poser format content directories: 3
2022-07-04 22:42:52.194 [INFO] :: Other import format content directories: 0
2022-07-04 22:42:52.194 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Materials/MUA/02 Smokey Eyeshadow/Black.dufAt a glance, it doesn't look like anything was missing like I thought there would be? But it does look like it tries to merge an asset but it doesn't work quite right? I was expecting it to try and load something like black.png and then layer that on top. Maybe there's something wrong with the figure asset it's loading? But if so then IDK how to fix that, since I already re-installed the files. Is there something here I am missing?
[Released] Smart Collections [Commercial]Cheri Lasota said:
So I'm wondering if this is the issue (screenshot below). I've got two Product Assets Scripts folders, both on my external drive. That seems problematic. Which is supposed to be the correct location? And how can I ensure that Smart Collections is pointing to that folder?
Yeah, there should only be one. Smart Collections is designed to take the FIRST directory under Daz Studio Formats as the parent for the product scripts folder, though you can change that in the data/RiverSoft Art/Common/RSSmartCollectionsConstants.dsa file.
Also it may be useful to note that I had a recent snafu with the DIM on this new computer. I downloaded/installed all fresh new assets from DIM onto the computer's hard drive. Then I transferred all those files from the hard drive to the external drive. But the DIM glitched out and would only recognize the C: drive locations (even after resetting the database, pointing to the external HD in the Content Directory Manager, etc. So I just went ahead and uninstalled and reinstalled all the files again (so fun!). That fixed that. But I just tried refreshing the metadata in Daz Studio and it brought back previous smart collections that I had deleted (by going into "Show Product in Content Library." Ugh, what a mess. I was hoping that by starting fresh with everything, I'd avoid any weird glitches. Clearly I was wrong. ;)
Also attached is how my assets look when I add products inside a collection. I'm thinking that's what you meant by your last question.
OMG, I just figured something out! So I clicked on one of the items in a Smart Collection that wasn't showing as a product script under products (the product is Woodland Nymph Makeup 01. It was showing up as an "Accessory." So I right-clicked on it, clicked categorize, and checked Product | Script in there. It shows up as a product under the Product twizzle now. That said, the full product isn't showing. Just the geoshell accessory file. So it doesn't fix the actual problem but made me wonder if the issue is categorization problem.
That is really strange. It should not be a categorization problem. (BTW, you do have the Delete Empty Products option unchecked?)
[Released] Smart Collections [Commercial]kerry said:
This was the tool that managed to pry open my wallet after months of not spending!
Love it, feeling super organized it's already making the creation process feel way smoother, more fun, and less of a chore of wading through irrelevant items. You can see how I'm using the product in the attached pic.
The one thing I'm not sure about is how to delete any products created that I don't want anymore, as I got used to using this tool I started to develop a naming convention and a system for organising myself. Actually, now I have a better idea of what I want from my library if I could I would just delete the whole lot and start over. sure it's possible to override stuff but some tool created products i just plain don't want anymore.
Now I have a bunch of stuff cluttering up my smart content that I wish I could delete but don't know how.
Exactly the same thing is happening with content wizard too. Had a few fails as I figured it out and now I can't get rid of them in my smart content.
My, these icons you use look gorgeous! I was about to stop bothering with metadata altogether, but this is so neat and organized and just plain lovely. Where can I get those? Please don't tell me you've created them yourself!
Edit: Just realized that pics are not included in the reply post anymore. But I hope, @kerry, you'll know which icons I mean anyways.
Exporting clothing as OBJ without the figure - help neededI'm trying to import a clothing object into Daz, use transfer utility to match it to a Daz figure, set a specific pose, export just the clothing as an OBJ, reimport then OBJ, then save it as a Duf, to import into another system.
It almost works.I've tried selecting everything but the clothing item, setting everything else to Not Visible, and then exporting as an OBJ, with the "Ignore Invisible Nodes" checked - but when I load the OBJ back up, it has a figure wearing the clothing. Everything I've read says it should just be exporting the visible item, but its including the invisible figure for some reason.
So I need to either figure out what I'm doing wrong in trying to just export the clothes, or alternatively, find a way to save a Duf of just a clothing item (posed) without the character.
Any help would be appreciated.
Hide Libraries on Unplugged External Drive?Richard Haseltine said:
Clearing the database and not reimporting metadata will also block those features which rely on the metadata provided by the CMS.
I have metadata installed only for the Default Resources, all Genesis Starter Essentials and the dForce Essentials. This stuff has its own content directory where nothing else will be installed.
Anything else has different content directories, the products are installed solely manually - no DIM, no Daz Central and no Daz Connect. And the /Runtime/Support folders of my content directories are empty, I don't have any use for all this rather stupid than 'smart' content that only breaks things and causes a terrible mess in the content organization. I even delete references for my saved files and support assets, I organize my content otherwise, and since .djl links were introduced, I use those and put them in a (for me) senseful structure inside an own 'link library', so I find what I am looking for.
Well, I do this since more than 8 years and never had any problems that things didn't work - unless things I have ruined myself lol.
Exporting Daz-3D files to BlenderHeya, I'm new, so I'm sorry I don't know all the technical formats and languaging,
I have been following a tutorial on creating concept art, my main goal is to import a Daz file into Blender so I can change and pose in Blender. and I have gotten to the stage of first using Daz-3D, I have downloaded everything relevant, Daz Studio, Daz Central and made a scene, exported them to .duf files and also.dbz
so far I have error messages saying that I am:
1: Missing C:/Program Files/Daz 3D/DAZStudio4/shaders/iray
(I do have iray, it manages to work in Daz Studios, I'm guessing it is just not in the correct file path, but I could be wrong)
2: Missing Assets, read the error text saved in daz_importer_errors.txt
(This was after I tried to open a .duf.png files)
MISSING ASSETS:
/data/daz%203d/dforce%20starter%20essentials/bardot%20top/bardottop_10570.dsf
/data/daz%203d/dforce%20starter%20essentials/bardot%20skirt/bardotskirt_8467.dsf
/data/daz%203d/genesis%208/female/genesis8female.dsf
/data/daz%203d/genesis%208/female%20eyelashes/genesis8femaleeyelashes.dsf
/data/3dcelebrity/lauren%20hair/lauren%20hair%20gen%208/lauren%20hair.dsf
/data/fwdesign/shaded%20haven/pergola/pergola_33589.dsf
/data/fwdesign/shaded%20haven/planters/planters_1816.dsf
/data/fwdesign/shaded%20haven/insideivy/insideivy_162783.dsf
/data/daz%203d/genesis%208/female/uv%20sets/daz%203d/base/base%20female.dsf
/data/daz%203d/genesis%208/female%20eyelashes/uv%20sets/daz%203d/base/basic%20female.dsf
/data/daz%203d/dforce%20starter%20essentials/bardot%20top/uv%20sets/mada/base/default.dsf
/data/daz%203d/dforce%20starter%20essentials/bardot%20skirt/uv%20sets/mada/base/default.dsf
/data/3dcelebrity/lauren%20hair/lauren%20hair%20gen%208/uv%20sets/3dcelebrity/base/default.dsf
/data/fwdesign/shaded%20haven/pergola/uv%20sets/fwdesign/base/default.dsf
/data/fwdesign/shaded%20haven/planters/uv%20sets/fwdesign/base/default.dsf
/data/fwdesign/shaded%20haven/insideivy/uv%20sets/fwdesign/base/default.dsf
/data/daz%203d/genesis%208/female/morphs/dark%20elf/binah/binah%20body.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/head/phmeyelasheslengthupper.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/head/phmeyelasheslengthlower.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/head/phmeyelashescurl.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/body/ctrlbodybuilder.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/expressions/ectrlshock_hd.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/expressions/ectrlflirting_hd.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose%20head/ectrlmouthcornerup-down.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose%20head/ectrleyesupdown.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose%20head/ectrleyessideside.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose%20head/ectrleyelidslowerupdownr.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose%20head/ectrleyelidslowerupdown.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose%20head/ectrlbrowup-down.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose%20head/ectrlbrowsqueezel.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose%20head/ectrlbrowsqueeze.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose%20head/ectrlbrowouterup-downl.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose%20head/ectrlbrowouterup-down.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose%20head/ectrlbrowinnerup-downr.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose/pctrlneckheadtwist.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose/pctrlneckheadside-side.dsf
/data/daz%203d/genesis%208/female/morphs/daz%203d/base%20pose/pctrlneckheadbend.dsf
/data/3dcelebrity/lauren%20hair/lauren%20hair%20gen%208/morphs/3dcelebrity/base/ear%20adj.dsf
/data/3dcelebrity/lauren%20hair/lauren%20hair%20gen%208/morphs/3dcelebrity/base/base%20adj.dsf
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseTorsoMapB_1002.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseTorsoMapD_1002.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseTorsoMapSSS_1002.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseTorsoMapS_1002.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseFaceMapB_1001.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseFaceMapD_1001.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseFaceMapSSS_1001.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseFaceMapS_1001.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseMouthMapB_1005.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseMouthMapD_1005.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseLegsMapB_1003.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseLegsMapD_1003.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseLegsMapSSS_1003.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseLegsMapS_1003.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseArmsMapB_1004.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseArmsMapD_1004.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseArmsMapSSS_1004.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseArmsMapS_1004.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseEyesB_1007.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseEyes01_1007.jpg
/Runtime/Textures/DAZ/Characters/Genesis8/FemaleBase/G8FBaseEyelashes_1006.jpg
/Runtime/Textures/Mada/Bardot/FlowerTop_NM.jpg
/Runtime/Textures/Mada/Bardot/FlowerTop2.jpg
/Runtime/Textures/Mada/Bardot/FlowerTop_Roughness.jpg
/Runtime/Textures/Mada/Bardot/FlowerTop_Glossiness.jpg
/Runtime/Textures/Mada/Bardot/FlowerTop2_T.jpg
/Runtime/Textures/Mada/Bardot/FlowerSkirt_NM.jpg
/Runtime/Textures/Mada/Bardot/FlowerSkirt.jpg
/Runtime/Textures/Mada/Bardot/FlowerSkirt_Roughness.jpg
/Runtime/Textures/Mada/Bardot/FlowerSkirt_Glossiness.jpg
/Runtime/Textures/3DCelebrity/Lauren%20Hair/LaurenHair_Grey.jpg
/Runtime/Textures/3DCelebrity/Lauren%20Hair/LaurenHair_Brown_01.jpg
/Runtime/Textures/3DCelebrity/Lauren%20Hair/Lauren_Hair_Gloss.jpg
/Runtime/Textures/3DCelebrity/Lauren%20Hair/Lauren_Hair_Trans.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodMRBUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodMR.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodMRSSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodMMBUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodMM.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodMMSSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodMLBUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodML.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodMLSSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWWoodRTopBUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWWoodRTop.jpg
/Runtime/Textures/FWDesign/SGPergola/FWWoodRTopSSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodLTopBUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodLTop.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodLTopSSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodSupportsBUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodSupports.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWoodSupportsSSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPFountainBUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPFountain.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPFountainSSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPFountainTRANS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWallPillarTopsBUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWallPillarTops.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPWallPillarTopsSSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPRecessWallBUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPRecessWall.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPRecessWallSSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPillarsAOBUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPillarsAO.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPillarsAOSSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPFloorBUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPFloor.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPFloorSSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPPlanters01BUMP.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPPlanters01.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPPlanters01SSS.jpg
/Runtime/Textures/FWDesign/SGPergola/FWPFlower01.png
/Runtime/Textures/FWDesign/SGPergola/FWPFlowerTrans.png
/Runtime/Textures/FWDesign/SGPergola/FWPLeafAdult.png
/Runtime/Textures/FWDesign/SGPergola/FWPLeafAdultT.png
/Runtime/Textures/FWDesign/SGPergola/FWBranchBrown.png
/resources/DTHDR-RuinsB-500.hdrIf anybody could help that would be great
Importing Video Into DAZ???Is there any way to import video into DAZ Studio (as a frame sequence spread across the animation timeline)?
I'm looking for a down-and-dirty way to match-move video reference in creating low-cost mocap animation sequences.
[Released] Smart Collections [Commercial]So I'm wondering if this is the issue (screenshot below). I've got two Product Assets Scripts folders, both on my external drive. That seems problematic. Which is supposed to be the correct location? And how can I ensure that Smart Collections is pointing to that folder?
Also it may be useful to note that I had a recent snafu with the DIM on this new computer. I downloaded/installed all fresh new assets from DIM onto the computer's hard drive. Then I transferred all those files from the hard drive to the external drive. But the DIM glitched out and would only recognize the C: drive locations (even after resetting the database, pointing to the external HD in the Content Directory Manager, etc. So I just went ahead and uninstalled and reinstalled all the files again (so fun!). That fixed that. But I just tried refreshing the metadata in Daz Studio and it brought back previous smart collections that I had deleted (by going into "Show Product in Content Library." Ugh, what a mess. I was hoping that by starting fresh with everything, I'd avoid any weird glitches. Clearly I was wrong. ;)
Also attached is how my assets look when I add products inside a collection. I'm thinking that's what you meant by your last question.
OMG, I just figured something out! So I clicked on one of the items in a Smart Collection that wasn't showing as a product script under products (the product is Woodland Nymph Makeup 01. It was showing up as an "Accessory." So I right-clicked on it, clicked categorize, and checked Product | Script in there. It shows up as a product under the Product twizzle now. That said, the full product isn't showing. Just the geoshell accessory file. So it doesn't fix the actual problem but made me wonder if the issue is categorization problem.
Also, just to clarify: all assets purchased from the Daz store can and should have a product aset script icon that's clickable when placed/installed in a Smart Collection, correct? For example, even if an asset is simply a jewelry collection and the files in there show as Accessories file type along with material presets or whatnot, there still should be a product script icon that shows when viewing a smart collection?
Hide Libraries on Unplugged External Drive?stefan.hums said:
tsroemi said:
I guess I will have to turn off metadata completely because it really keeps messing up the way I want to organize my things in Studio. It's so persistent, also with uninstalled or deleted items. Makes me having to hunt down every single reference to, say, a bunch 3dl textures and delete them by hand. But would I still have the thumbnails in the content library if I did away with all metadata?
If you want to get rid off the metadata all at once and completely: right-click on the Content Library tab, from the context menu choose Content DB Maintenance, in the dialogue select Reset Database. This will delete everything in Smart Content and your CMS database is then completely empty. But bear in mind: with that, also all references in Products and Categories are gone, also your own categorizitions if you made those.
But do NOT switch off the CMS itself! There are functions in Daz Studio which require the CMS running in background. Otherwise it may slow down things drastically or may lead to unforseeable behaviour and things do no longer work like expected or do no longer work at all.
Emptying the CMS database will not affect your thumbnails in the content library, these are loaded from the location where the physical files for the assets are.
Clearing the database and not reimporting metadata will also block those features which rely on the metadata provided by the CMS.
DAZ Install NightmareRon Knights said:
You might be right about general requirements. But this is a specific prompt within a DAZ install process, The "prompt" screen bears a DAZ "stamp." Hopefully someone out there has more specific information about how DIM works, and what it wants.
I have this every once in a while. Sometimes, the Postgres database engine seems to shut down for no obvious reason. On startup, DIM kind-of pings the database for a response, and the database is not responding fast enough. Usually, I it should not be necessary to follow that install of basics. Just quit DIM, wait a few seconds and start it again. You might have to try that two or three times in a row. I suppose the system needs some time to re-start the database, and as long as DIM is not getting any feedback on its initial "ping", it assumes the database engine is not installed - and the assumption is extended to the other base files as well.
If you experience that password prompt, it is the DAZ install helper that is required for non-content installs (e.g. DS itself). As that installer needs to write to protected areas, it requests the macOS password of the user that has admin privileges on the DS appliaction folders - usually the macOS user that has initially installed DS.
Note: if you DO install the postgres db again, it wipes out all your previous smart content data, and you end up with an empty smart content panel in DS. In that case, try Content DB maintenance -> re-import metadata









